Of course it has been pretty much the same after each class update: First everybody plays the respective class (or classes) to complete the achievements which release the new items. Then everybody plays the respective class to try out the new items. And a few weeks later things slowly return to normal when people a) have learned to deal with the new weapons (wielding as well as defending) and b) the novelty factor wears of and people get bored.
Is there any reason to expect this time would be different than before? At first glance the answer near at hand would be “no”.
The Eyelander is a perfect example. Right now everybody and their mother are charging around with that bloody sword trying to behead people left and right. With decreasing success, I might add, because players learn to counter (or avoid) it more and more. In a couple of weeks only those people will be left who are able to use the sword smartly and efficiently while the rest will return to other weapons (or classes).
However, I’m not so sure about the Chargin Targe. The loss of the sticky launcher is a tough decision, but on an offensive team (Attack/Defend, PL or on 5-CP during a push) this – IMHO – can be a highly effective asset. It does in fact add some offensive capabilities to a class which is generally easier to use on D than on O.
I STILL have no opinion on the bloody Scottish Resistance. I have not received it yet (in fact the gods of dropplings have not been too kind to me lately) and I don’t think I have seen it used yet. So claims of the potentially overpowered nature are still unconfirmed.
The Direct Hit is the kind of weapon which will split the soldier-playing portion into two groups (like the pyro with backburner/flamethrower). And I fear those who adapt well to the DH will be more deadly than ever. Less splash damage is no real comfort if you are playing a light or medium class and are hit by a fast moving rocket which leaves you almost no reaction time. I’m exaggerating a bit, true, but DH has made life harder for some classes (like pyro, engy and – on the other end of the spectrum – the heavy).
I will not get into more details on Equalizer, Buff Banner and Gunboots – I’ve ranted about those before.
My point is that I feel this update has made both classes more powerful. Not if they weren’t the two most powerful before (and referred to as “overpowered” on a regular basis), mind me.
Balance breaking? This remains to be seen, but that’s just one of the potential problems I see.
Team Fortress has always been about diversity, a number of classes each with diverse and unique features to serve a specific purpose in the game; to fill a niche, if you want. Granted, several updates have diminished some of the uniqueness’s (e.g. Sandvich also heals, sniper can be more offensive) but so far I think the rough basic design is still intact.
Of course the competitive scene has already decided that 5 of the nine classes are situational assets at best, and inevitably created a graduation between the classes.
The empowerment of those two already strong classes is just pouring oil into that fire [1]. Why play any of those “secondary” classes at all, besides perhaps as some recreational pastime? Why play any of the other classes when demo or soldier can do the same just better? Why play any other classes when chances of survival against demo and solly have just been significantly reduced.
I have always embraced the various class updates as something which make the game richer, even more diverse, occasionally more colorful. This might be the first update creating circumstances which could render the game poorer (bloody swordswork or not).
I’m not sure this is something which will completely disappear after a few weeks. The current wave of solly/demo craze will slow down, but I fear some of the heightened status of both classes will take roots and fester.
Am I too pessimistic? Or overdramatizing?
Well, trust me, I would be happy to be proven wrong here.
What do you think?